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Member Since 22 May 2012
Offline Last Active Aug 04 2014 08:22 PM

#4973378 Are open pvp + full loot SANDBOX mmorpg's still possible?

Posted by on 25 August 2012 - 07:02 PM

Ideally, if sheeps aren't careful, then wolves could kill them and the wolves would get more stuff than the sheep. However, if the sheep are careful, then they don't get killed and get all the stuff.

#4972428 What mechanics are most vital to the MOBA genre?

Posted by on 22 August 2012 - 06:03 PM

I would recommend that you add more skills, and that the skills are akin to ones in MOBAs. Also, there is normally at least some sort of snowball mechanic. The other things can be added later if you decide to develop it seriously.

Sounds like a good plan! I've started playing around with adding MOBA-ish skills (currently have something akin to Rammus's kit from LoL) and noticed something interesting: It seems like limited ability usage adds the most to the MOBA feel. Whether through cooldowns or 'mana', forcing the player to decide when to use their skills now appears to be a big part of the MOBA experience.

I'm still on the fence about snowballing, since blood champions (http://www.bloodlinechampions.com/) seems to have a strong MOBA vibe without it. However, perhaps that lack of snowballing is what causes so many of my experiences with that game turn into giant clusterfights; without it I guess there isn't a reason to hang back and only attack strategically.

Snowballing is not essential, but it does help it feel more like a Moba in some ways, even if it can ruin the game for some people. I would recommend that, for now, you make it so that you gain exp passively over time such that players can develop their heroes, but for now don't snowball and have equal footing. You could experiment with minor tweaks later.

#4972368 What mechanics are most vital to the MOBA genre?

Posted by on 22 August 2012 - 02:33 PM

I would recommend that you add more skills, and that the skills are akin to ones in MOBAs. Also, there is normally at least some sort of snowball mechanic. The other things can be added later if you decide to develop it seriously.

#4970718 What makes RPGs good or bad?

Posted by on 17 August 2012 - 07:25 PM

Generally, there are two types of RPGs. There's the JRPG and the Western RPG. JRPGs are (traditionally) defined with a good narrative, and Western RPGs are known for expressionism. However, what they share in common is abnegation, which essentially means that you can play it to progress when you aren't feeling like doing something that takes adrenaline or difficult tactics, even if you're encouraged to do so. You can always just go grind on something, which is unique as most games don't reward you for doing the same thing over and over again. As such, an RPG should give the player the option to strongly express who they want to be, give an interesting narrative with interesting characters, and let the player make improvements by doing relatively simple tasks.

#4968255 "Generated" Storyline - theoretical

Posted by on 10 August 2012 - 06:14 PM

It's not impossible. Games like Cult: Awakening of the Old Ones plan on using procedurally generated narrative.

Here's an example of how it might be done. Let's consider a random village/town generator. I would first select the size and type of village (such as military, food, defense, etc. etc.) I would then place residential buildings and buildings that need resources, as well as any mandatory buildings like town halls. I would also have walls as well. I would then see if any of the structures are blocked, in which case I would move or maybe remove one of the structures. I would then see how many resources should be generated per resident depending on the type of village. I would then create the required buildings (i.e. farms, towers, bars) randomly, although some buildings like gates shouldn't be placed as randomly. Then, for some buildings, I would generate npcs with that job. They would also have a bunch of random qualities (i.e. looks, skills, social status, personality). I would then generate random problems, such as there being a nearby evil bandit outpost, or a famine. Npcs of the related problem would give quests that would result in a decrease of that problem (i.e. destroy X bandits), although at their quests would become more radical (i.e. attack the outpost itself).

However, further systems would need to be created for making actual kingdoms (i.e. towns interracting with eachother) which would be helpful. For example, the capital wouldn't have any farms because it could just buy some. In other words, the key is to think abstractly and be able to come up with your own solution for every problem you meet.

#4966700 Working on a new MOBA and need help thinking up new skills...

Posted by on 06 August 2012 - 09:54 AM

I don't know what credentials you have, but here are some of my ideas that I didn't get from LoL or whatnot (although some of their skills might be adaptable).

Name - Plague
Effect - Anything within a radius of X gets the plague buff. It slows by Y% and takes Z damage every 3 seconds. Plague victims spread the plague within a radius of X/3
Type - Not sure.
Changes Per Level - XYZ all change
Other - Passive. Also, due to its difficult-to-remove nature, Z should be better than most natural heals but shouldn't be as big as other buffs. Also, anyone who removes the bluff is immune to it for a certain amount of time.

Name - Soul storage
Effect - It leaves an object but reduces many of the users aspects. If the user dies, he respawns at the object with full power but with hp and mp low.
Type - Magical
Changes Per Level - The negative side effects would decrease and the remaining hp and mp at respawn would increase. Moreover, the object might eventually gain more health and a magical ranged attack (as well as the ability to randomly stun enemies). The power of the object would also increase with increased magical power.
Other - Due to possible abuse, make sure that the cooldown isn't too low. And yes, this may have been inspired by Harry Potter.

Edit:Btw this is fun, so I may put some more up later.

#4966539 god games, what happened?

Posted by on 05 August 2012 - 09:31 PM

This reminds me of Dwarf Fortress. The thing is that, in order to have a connection with individuals, they need to be unique, and although Dwarf Fortress is very complicated, its characters were living. They each had their likes and dislikes. They also had stats, and things they were good at. A skilled chef whose frail but dislikes spiders is way more human than what we end up seeing today, and yet that only touches the surface. Moreover, it's fun to watch things grow, from a wannabe hero to the only hope left.

Also, in order to make the game continously interesting, I could recommend adding an entity of chaos. As with chaos theory, order is born out of chaos, but the more order, the more likely chaos will come. Eventually, the son will usurp the throne, or terrorists will wreck havoc on all, or a blob of darkness will become sentenient and bring on the reckoning. You will be there to teach the son kindness, repair the damage of terrorists, and make the darkness sentenient.

#4964599 [Weekly Discussion] on RPG Genre's flaws - Week 5 : "Accessibility"

Posted by on 30 July 2012 - 02:36 PM

I'm pretty sure that JRPGs are not hard to understand. However, making them interesting is another deal entirely. From my experiences, JRPGs are based on things like menu-based combat, and that the only way I can think of making it more interesting would be to combine it with other genres like action adventure games, which would work, but probably isn't the question being asked.

If you are more interested in the animation your character performs than the damage amount displayed, you shouldn't be playing an RPG.

well, actually, that makes a RPG. a ROLE PLAYING GAME. lets put this straight. if you are more interested in the amount of damage displayed, then you should be playing a beat'em up. RPG is about story.

No. Funny, but no. If you take the title literally, then games like CoD are RPGs because you PLAY the ROLE of a soldiers. A genre is not defined by the literal interpretation of its title.


#4963497 Are open pvp + full loot SANDBOX mmorpg's still possible?

Posted by on 26 July 2012 - 09:13 PM

I would imagine that there should be something to encourage some people to settle down together, such as useful worthwile defenses that are multi-person projects, as well as shops and taverns to attract people. There should also be a simple way to track down PKers with your friends and gank them. Finally, however, there should be a prison system so that people can discourage someone they really dislike. If they have enough people to build a prison, they can jail people, but jailing people does not give you any rewards, so one would only do if out of revenge. Also, it would take multiple people to continously gaurd it, while the criminal can try to break out. As such, a group of sheep may band together to do it, but there would be no reason for a wolf to jail sheep. Also, the sheep can be broken out if he has friends.

#4962974 Are open pvp + full loot SANDBOX mmorpg's still possible?

Posted by on 25 July 2012 - 10:08 AM

I would suggest letting sheep band together or hire others for protection at the cost of some resources. I would also suggest letting sheep make traps and whatnot everywhere at the cost of making resource-obtaining a little slower and more bothersome.

#4954914 [Weekly Discussion: Week 2] RPG Genre's flaws - "Grinding"

Posted by on 02 July 2012 - 08:40 AM

I would suggest that the player earns less exp from weak monsters, but earns more exp if he challenges himself by fighting difficult monsters. Also, each battle needs to be somewhat different. I would recommend having various immeasurables* for both the player and the opponent. The immeasurables need to be interesting enough such that each battle may require different tactics (even the boss fights), and in different situations, the optimal combination of immeasurables changes. Also, no immeasurable should be useless. Also, if the player is innovative enough, he may discover a gamebreaker combination to defeat the boss. If so, then the player should be allowed to reward himself for innovation. However, as the player levels up, he will go into different areas, where the enemies may have the proper immeasurables to counter the player, thus forcing the player to innovate further.


#4953663 Weekly Discussion on RPG Genre's flaws [The "Fight" Command]

Posted by on 28 June 2012 - 08:31 AM

Three separate suggestions:

1. As http://store.steampowered.com/app/213030/ does, let the player's mp and health regenerate after each battle, such that the player is not penalized for experimenting with spells. Of course, that does bring its own problems.

2. Make the basic attack its own special move that drains stamina. However, if it runs out, then the character can use several turns to rest and gain some stamina.

3. Make it such that attacks can made from combining normal attacks and "buffs", such that the character has to choose between attack, ice attack, fire attack, super ice attack, or whatever, such that the player never has to just choose one when he can choose both.

#4953081 Ender's Game ... Game

Posted by on 26 June 2012 - 11:57 AM

Ender's Game wasn't that much about the actual battle than it was about society and the characters themselves.

#4948462 What do you think about multiple genres in a game?

Posted by on 12 June 2012 - 06:45 AM

It doesn't count if they just add the elements of rpgs. Most people consider CoD a fps, and no rpg fan would touch it. In order to merge to genres, you have to make something fun for both audiences.

the above post says that, when both skills are required, the audience shrinks. I believe that a genre-mixing game should make it so that you only need one to get by if you have basic knowledge of the other. However, you are still encouraged to discover new things.

#4945421 Your first game idea - What happened to it?

Posted by on 01 June 2012 - 02:59 PM

Ideas are cheap. I came up with a better one, and then another one, ect. ect.

I think sir you miss the entire point of my opening post. Please don't sidetrack the thread into another focus i.e. the validity of ideas.

Unless of course that was your actual answer to the original post. In which case I would at the least ask you to use the intial format as above simply to show what your initial idea was, what happened etc.

Actually, that was the answer. As you see, I forgot about what the idea was. As I was, like, 8 at the time, and made 0 progress because I didn't know how to program or anything. Anyway, one thing I suspect is that, as I had little grasp on games back then (I was 8), my idea was not innovative. In retrospect, a possible lesson would be that an idea is nothing if you don't work to make it a reality.